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Thread: Assign Queen to Hatchery

  1. #21

    Default Re: Assign Queen to Hatchery

    Quote Originally Posted by Raisk View Post
    Not necessarily, if you group your Queens and Hatcheries into the same control group, when you call it up, the Queens will be selected and you can just shift-R click click click as many hatcheries as you have, the queen closest to said hatchery will always be the one to cast spawn larvae on it.

    Personally I have all my hatcheries on 4 for building units and all of my queens and hatcheries on 5 for casting spawn larvae. This way I don't have to press tab to build units, but I can also cast the ability without having to go back to my base.
    Hahah, did not know you could do this. Wow. And it should work the same way for Chrono Boost...
    so essentially the only people who actually have to go back to base are Terrans since Mule actually has to be targeted on minerals...unless there's a way around that too?

    Yeah, the whole point of the macro mechanics was to force you to split your attention by moving your view back to the base...since you can do this, it really IS just "push buttons every X seconds."
    The Spider Brigade has disabled your radio gauge

  2. #22

    Default Re: Assign Queen to Hatchery

    Quote Originally Posted by SinsWage View Post
    Kind of what I thought Bisso. I'm not in the beta so I don't have an opinion based on experience but since you can set up so much more to be done automatically in this game than you could in the original it seems that they had to leave some stuff up to you as the person deciding on what to do. I just wish there was more tension on the queen rather than just using spawn larva every time it's cooldown is ready.
    No kidding. I literally just use a timer. Check back on the base every 25 seconds and you should be good.

    Quote Originally Posted by SpiderBrigade View Post
    Hahah, did not know you could do this. Wow. And it should work the same way for Chrono Boost...
    so essentially the only people who actually have to go back to base are Terrans since Mule actually has to be targeted on minerals...unless there's a way around that too?
    Not that I know of. For it to work you'd have to be able to add a mineral field to your control group.
    ________
    AVANDIA LAWYER
    Last edited by TWD; 09-14-2011 at 09:05 PM.

  3. #23

    Default Re: Assign Queen to Hatchery

    Quote Originally Posted by SpiderBrigade View Post
    Hahah, did not know you could do this. Wow. And it should work the same way for Chrono Boost...
    so essentially the only people who actually have to go back to base are Terrans since Mule actually has to be targeted on minerals...unless there's a way around that too?

    Yeah, the whole point of the macro mechanics was to force you to split your attention by moving your view back to the base...since you can do this, it really IS just "push buttons every X seconds."
    this is what ive been thinking aswell... however, as mentioned, it makes it torelerable - except wit terran, and i dont play terran :P - while leaving room for better / mre detailed use for high end sc/bw-speedy players for some benefit.

    Spider, you are not in beta, but would like to be? ... i dont see you posting as much as in my blizz-forum days but your one of those "thinking people" i would nominate for a key...
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  4. #24

    Default Re: Assign Queen to Hatchery

    This just goes to show that the current macro mechanics are flawed. There's really nothing wrong with the current mechanics, it is just how they are implemented. IMO SL should be channeled. CB should be higher costing but gives a bigger bonus.
    Last edited by flabortast; 03-23-2010 at 08:54 AM.
    Decepticons, transform and rise up!

  5. #25

    Default Re: Assign Queen to Hatchery

    Personally I would have CB channeled and would allow the Queen to act as a mobile hatchery that can produce larvae away from the actual Hatcheries. As for MULEs and whatnot, idk.

  6. #26

    Default Re: Assign Queen to Hatchery

    I miss mutant Larvae, they actually cost supply.
    Decepticons, transform and rise up!

  7. #27

    Default Re: Assign Queen to Hatchery

    The solution is simple,
    Spawn Larva and Chronoboost need to Either

    1. Stack
    or
    2. Decrease time when you can't cast it (for CB that would mean you increase the effect as well)

    CB Stacking is a bit wierd.. unless it stacked duration (ie every time you cast it on a building, the building got 30 extra seconds of Chronoboost)
    or make it slightly less than 1/2 the time with 2x the bounus speed

    Spawn Larva being stackable/shorter duration means it would have to have its cost rebalanced.
    It also has the problem that Queens are massable. That needs a different fix (I've talked about it before, the Queen relying on Zerg buildings for her energy)


    Basically the issue is forcing the player to go back every X seconds On Average rather than exactly.

  8. #28

    Default Re: Assign Queen to Hatchery

    Quote Originally Posted by DemolitionSquid View Post
    I'd love this.

    Of course, to quote Archer, "it goes against Blizzard's intent of making you focus on macro by clicking it every 25 seconds."
    Also, as already mentioned, this is an option that advanced players can use to really get ahead in the game, it is not necessary to enjoy the game as a beginner. Still when you have a couple of expansions, you can really see that you got to pick up on your game to really fully take advantage of these features, especially if you have battles or harassment going on at the same time.
    -Xordiah


    When I see a pro player (who actually DOES the skill every 25 seconds consistantly) complain about the ability, than well talk For everyone else its a skill that is hard to master perfectly, which is exactly what its supposed to be.
    Last edited by ArcherofAiur; 03-23-2010 at 03:59 PM.

  9. #29

    Default Re: Assign Queen to Hatchery

    Xordiah says its not necessary to enjoy the game as a beginner, and its not.

    It IS necessary to compete and win the game as a pro, however. Which is the point I have always made. Anyone not willing/able to mindlessly click these macro abilities every time they're available will never be able to seriously compete. It moves the competitive determination basis from strategy to mechanical skill. Simply put, as with SC1 now, strategy is dead and worthless compared to mechanical skill. Its NOT a good thing.

    Is having mechanical skill as a competitive need in SC2 OK? Of course.
    Is having mindless repetition in SC2 OK? No.
    Is having a mindlessly repetitive mechanical skill be the most important competitive need in SC2 OK? No.

  10. #30

    Default Re: Assign Queen to Hatchery

    Demo learn how to do it. If after you honestly master the ability you still think that Starcraft isnt a better game for having this ability than we will talk. I'm serious instead of complaining about it try to get better. You will appreciate it much more.

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